/****************************************************************************** * Spine Runtimes License Agreement * Last updated January 1, 2020. Replaces all prior versions. * * Copyright (c) 2013-2020, Esoteric Software LLC * * Integration of the Spine Runtimes into software or otherwise creating * derivative works of the Spine Runtimes is permitted under the terms and * conditions of Section 2 of the Spine Editor License Agreement: * http://esotericsoftware.com/spine-editor-license * * Otherwise, it is permitted to integrate the Spine Runtimes into software * or otherwise create derivative works of the Spine Runtimes (collectively, * "Products"), provided that each user of the Products must obtain their own * Spine Editor license and redistribution of the Products in any form must * include this license and copyright notice. * * THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE * DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES, * BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF * THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. *****************************************************************************/ #if UNITY_2018_3 || UNITY_2019 || UNITY_2018_3_OR_NEWER #define NEW_PREFAB_SYSTEM #endif using System; using UnityEngine; namespace Spine.Unity { /// Sets a GameObject's transform to match a bone on a Spine skeleton. #if NEW_PREFAB_SYSTEM [ExecuteAlways] #else [ExecuteInEditMode] #endif [AddComponentMenu("Spine/BoneFollower")] [HelpURL("http://esotericsoftware.com/spine-unity#BoneFollower")] public class BoneFollower : MonoBehaviour { #region Inspector public SkeletonRenderer skeletonRenderer; public SkeletonRenderer SkeletonRenderer { get { return skeletonRenderer; } set { skeletonRenderer = value; Initialize(); } } /// If a bone isn't set in code, boneName is used to find the bone at the beginning. For runtime switching by name, use SetBoneByName. You can also set the BoneFollower.bone field directly. [SpineBone(dataField: "skeletonRenderer")] public string boneName; public bool followXYPosition = true; public bool followZPosition = true; public bool followBoneRotation = true; [Tooltip("Follows the skeleton's flip state by controlling this Transform's local scale.")] public bool followSkeletonFlip = true; [Tooltip("Follows the target bone's local scale. BoneFollower cannot inherit world/skewed scale because of UnityEngine.Transform property limitations.")] public bool followLocalScale = false; public enum AxisOrientation { XAxis = 1, YAxis } [Tooltip("Applies when 'Follow Skeleton Flip' is disabled but 'Follow Bone Rotation' is enabled." + " When flipping the skeleton by scaling its Transform, this follower's rotation is adjusted" + " instead of its scale to follow the bone orientation. When one of the axes is flipped, " + " only one axis can be followed, either the X or the Y axis, which is selected here.")] public AxisOrientation maintainedAxisOrientation = AxisOrientation.XAxis; [UnityEngine.Serialization.FormerlySerializedAs("resetOnAwake")] public bool initializeOnAwake = true; #endregion [NonSerialized] public bool valid; [NonSerialized] public Bone bone; Transform skeletonTransform; bool skeletonTransformIsParent; /// /// Sets the target bone by its bone name. Returns false if no bone was found. To set the bone by reference, use BoneFollower.bone directly. public bool SetBone (string name) { bone = skeletonRenderer.skeleton.FindBone(name); if (bone == null) { Debug.LogError("Bone not found: " + name, this); return false; } boneName = name; return true; } public void Awake () { if (initializeOnAwake) Initialize(); } public void HandleRebuildRenderer (SkeletonRenderer skeletonRenderer) { Initialize(); } public void Initialize () { bone = null; valid = skeletonRenderer != null && skeletonRenderer.valid; if (!valid) return; skeletonTransform = skeletonRenderer.transform; skeletonRenderer.OnRebuild -= HandleRebuildRenderer; skeletonRenderer.OnRebuild += HandleRebuildRenderer; skeletonTransformIsParent = Transform.ReferenceEquals(skeletonTransform, transform.parent); if (!string.IsNullOrEmpty(boneName)) bone = skeletonRenderer.skeleton.FindBone(boneName); #if UNITY_EDITOR if (Application.isEditor) LateUpdate(); #endif } void OnDestroy () { if (skeletonRenderer != null) skeletonRenderer.OnRebuild -= HandleRebuildRenderer; } public void LateUpdate () { if (!valid) { Initialize(); return; } #if UNITY_EDITOR if (!Application.isPlaying) skeletonTransformIsParent = Transform.ReferenceEquals(skeletonTransform, transform.parent); #endif if (bone == null) { if (string.IsNullOrEmpty(boneName)) return; bone = skeletonRenderer.skeleton.FindBone(boneName); if (!SetBone(boneName)) return; } Transform thisTransform = this.transform; float additionalFlipScale = 1; if (skeletonTransformIsParent) { // Recommended setup: Use local transform properties if Spine GameObject is the immediate parent thisTransform.localPosition = new Vector3(followXYPosition ? bone.worldX : thisTransform.localPosition.x, followXYPosition ? bone.worldY : thisTransform.localPosition.y, followZPosition ? 0f : thisTransform.localPosition.z); if (followBoneRotation) { float halfRotation = Mathf.Atan2(bone.c, bone.a) * 0.5f; if (followLocalScale && bone.scaleX < 0) // Negate rotation from negative scaleX. Don't use negative determinant. local scaleY doesn't factor into used rotation. halfRotation += Mathf.PI * 0.5f; var q = default(Quaternion); q.z = Mathf.Sin(halfRotation); q.w = Mathf.Cos(halfRotation); thisTransform.localRotation = q; } } else { // For special cases: Use transform world properties if transform relationship is complicated Vector3 targetWorldPosition = skeletonTransform.TransformPoint(new Vector3(bone.worldX, bone.worldY, 0f)); if (!followZPosition) targetWorldPosition.z = thisTransform.position.z; if (!followXYPosition) { targetWorldPosition.x = thisTransform.position.x; targetWorldPosition.y = thisTransform.position.y; } Vector3 skeletonLossyScale = skeletonTransform.lossyScale; Transform transformParent = thisTransform.parent; Vector3 parentLossyScale = transformParent != null ? transformParent.lossyScale : Vector3.one; if (followBoneRotation) { float boneWorldRotation = bone.WorldRotationX; if ((skeletonLossyScale.x * skeletonLossyScale.y) < 0) boneWorldRotation = -boneWorldRotation; if (followSkeletonFlip || maintainedAxisOrientation == AxisOrientation.XAxis) { if ((skeletonLossyScale.x * parentLossyScale.x < 0)) boneWorldRotation += 180f; } else { if ((skeletonLossyScale.y * parentLossyScale.y < 0)) boneWorldRotation += 180f; } Vector3 worldRotation = skeletonTransform.rotation.eulerAngles; if (followLocalScale && bone.scaleX < 0) boneWorldRotation += 180f; thisTransform.SetPositionAndRotation(targetWorldPosition, Quaternion.Euler(worldRotation.x, worldRotation.y, worldRotation.z + boneWorldRotation)); } else { thisTransform.position = targetWorldPosition; } additionalFlipScale = Mathf.Sign(skeletonLossyScale.x * parentLossyScale.x * skeletonLossyScale.y * parentLossyScale.y); } Vector3 localScale = followLocalScale ? new Vector3(bone.scaleX, bone.scaleY, 1f) : new Vector3(1f, 1f, 1f); if (followSkeletonFlip) localScale.y *= Mathf.Sign(bone.skeleton.ScaleX * bone.skeleton.ScaleY) * additionalFlipScale; thisTransform.localScale = localScale; } } }